class BTGameInfo extends xTeamGame;

var Pawn P;

// Change default inventory for the player.
function AddDefaultInventory(pawn PlayerPawn)
{
    local Inventory Inv;
    local mesh M;

    P=PlayerPawn;

    if ( UnrealPawn(PlayerPawn) != None )
    {
        //sets the weapons.
        xPawn(PlayerPawn).RequiredEquipment[0]="BTWeapons.TankGun";

        //adds it to the game.
        UnrealPawn(PlayerPawn).AddDefaultInventory();
        SetPlayerDefaults(PlayerPawn);

		For(Inv=P.Inventory; Inv!=None; Inv=Inv.Inventory)
		{
			if ( Weapon(Inv) != None )
				Weapon(Inv).MaxOutAmmo();
		}
    }

    // Warning, nasty hack ahead.  This is DEFINITELY not the right way to do this!
    M = mesh(DynamicLoadObject("UTTankAnim.HoverTankUT1", class'Mesh'));
    P.LinkMesh(M, False);
    P.KParams=None;
}



// We set the gamename and the playercontroller class to use.
defaultproperties
{
    Countdown=0;
    bAllowBehindView = true;
    GameName = "BattleTanks";
    HUDType = "BTHud.BTHud";
    PlayerControllerClassName="BTHud.BTPlayerController";
}
